• Title/Summary/Keyword: 스마트 폰 사용자 특성

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A Home Plants Growing System Using Arduino (아두이노를 활용한 가정용 식물재배 시스템)

  • Bae, Seok-Hwan;Jang, Keung-Min;Lee, Seo-Hee;Cho, Kyungryong;Shin, Chang-Sun;Park, Jang-Woo;Cho, Young-Yun
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.134-136
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    • 2015
  • 본 논문은 일반 가정집, 아파트 및 사무실과 같은 좁은 생활공간에서 재배되는 다양한 식물 특성정보와 주변 환경 정보를 이용하여 재배 식물의 생장환경을 최적으로 지원할 수 있는 아두이노 플랫폼 기반의 식물 재배 지원 시스템을 제안한다. 제안하는 시스템은 스마트폰을 통해 사용자에게 식물 주변 환경 정보의 모니터링 및 간단한 습도 및 온도 원격제어 기능을 실시간 제공한다. 제안하는 시스템을 통해 사용자는 저렴한 비용으로 소중한 재배 식물의 안전한 생장을 유지할 수 있으며, 향후 다양한 환경 센서 및 상황 정보를 활용한 지능형 식물 관리 시스템 연구에 도움이 될 것으로 기대된다.

The Influence of Mobile Service Delivery Characteristics on Perceived Interactivity and Attitude towards Mobile Service (모바일 서비스 전달 특성에 따른 상호작용성 지각이 고객 태도에 미치는 영향)

  • Lee, Yoonjae;Lee, Jeonghoon
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.402-411
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    • 2013
  • Mobile contents market is growing with the rapid adoption of smart-phones. Online access via mobile compared to PC-based online access, has distinctive service delivery characteristics which are ubiquitous connectivity and contextual offer. In addition, this study includes characteristics which are relatively disadvantageous for mobile services compared to PC-based services. These are response time and supporting non-verbal informations. This study investigates the influence of service delivery characteristics to perceived interactivity and mobile service attitude. The results show that mobile services' ubiquitous connectivity and contextual offer showed a positive relationship with the perceived interactivity of the mobile service. And the response time also showed a positive relationship with the perceived interactivity, but non-verbal information didn't. When the trade-off is met between response time and nonverbal information, mobile service developer should choose response time since it has positive effect on perceived interactivity and attitude.

The Impact of Social Network characteristics on the intention to reuse SNS: With a focus on mediating effects of TikTok users' participation and attachment

  • Liang, Ya-Qing;Yoon, Sung-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.183-199
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    • 2022
  • With the consumption of smart phone content increasing rapidly, the short clip market in China is rapidly growing. TikTok, a short clip platform, has achieved great business success. However, there is not much research done on TikTok platform from the customers' perspective. To this end, this study aimed to verify the relationship between the social network characteristics on the TikTok platform, attachment toward the TikTok platform, user participation, social identity, psychological distance and reuse intention through an empirical investigation. In August 2021, a survey was conducted on consumers on the subject of TikTok platform in China. The results of the study are as follows. First, the social network characteristics significantly affected the user participation and the attachment. Second, both the attachment and the user participation had a significant impact on reuse intention. Third, user participation had a significant impact on attachment. Fourth, social identity played a significant moderating role in the relationship between social network characteristics and user participation. Fifth, Psychological distance played a significant moderating role in the relationship between social network characteristics and attachment. The results of this study are expected to provide theoretical and practical implications for research on TikTok platform.

Design and Implementation of Trackball Based UI for Efficient Text Entry on Smartwatch (스마트워치에서의 효율적인 문자입력을 위한 트랙볼 센서 기반 UI 설계 및 구현)

  • Lee, Ji-eun;Ahn, Jung-eun;Park, Kyeongsoo;Choi, Go-eun;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.19 no.5
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    • pp.452-457
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    • 2015
  • Recently, wearable devices have gained popularity with familiar form factors and designs of eye-wear and watch to satisfy wearers' various preferences. Since UI/UX of smartphones can not be applied directly on smaller wearable devices, text entry on wearable devices is still problematic. In this paper, we first identify UI/UX problems of existing input methods and propose a new input method for wearable devices specifically targeting smartwatch platforms. We design and implement an efficient text entry method for wearable devices using trackball sensor and evaluate its performance and usability.

A Design of Protocol Based on Smartcard for Financial Information to Protect in E-payment System (온라인 소액결제 시스템에서 금융정보 보호를 위한 스마트카드 기반의 프로토콜 설계)

  • Lee, Kwang-Hyoung;Park, Jeong-Hyo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.11
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    • pp.5872-5878
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    • 2013
  • This study provides two channel structure and two factor authentication. First, a purchasing request by Internet and then user certification and a settlement approval process by mobile communication. Second, it support that proposal protocol utilize a partial factor value of stored in users smartcard, smart phone and password of certificate. Third, storage stability is improved because certificate store in smartcard. Finally, proposal protocol satisfy confidentiality, integrity, authentication, and non- repudiation on required E-commerce guideline. In comparative analysis, Efficiency of the proposal protocol with the existing system was not significantly different. But, In terms of safety for a variety of threats to prove more secure than the existing system was confirmed.

An Improvement of the Public Library Application Service -Focused on the Young-In Si Library Application Service- (시립 도서관 애플리케이션 서비스 방안 연구 -용인시 도서관 애플리케이션을 중심으로-)

  • Kim, Da-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.301-306
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    • 2017
  • With the popularization of smart-phone, a variety of application service user is a rising trend now. In contrast, studies concerning library application service that cast a long shadow over the life of students and citizens still lacking in many ways. This study evaluates user experience of Young-in Si public library application service, and investigates user requirements. I searched the real user reviews about Young-in Si library application both App store and Android market. As the final outcome, I found inconveniences and improvements of this service. The application is intuitive, but requires consistent design, strong identity and customizing main page. It will be suggested specific guidelines for the public library mobile services in other areas.

Analysis of User Experience and Usage Behavior of Consumers Using Artificial Intelligence(AI) Devices (인공지능(AI) 디바이스 이용 소비자의 사용행태 및 사용자 경험 분석)

  • Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.1-9
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    • 2021
  • Artificial intelligence (AI) devices are rapidly emerging as a core platform of next-generation information and communication technology (ICT), this study investigated consumer usage behavior and user experience through AI devices that are widely applied to consumers' daily lives. To this end, data was collected from 600 consumers with experience in using AI devices were derived to recognize the attributes and behavior of AI devices. The analysis results are as follows. First, music listening was the most used among various attributes and it was found that simple functions such as providing weather information were usefully recognized. Second, the main devices used by AI device users were identified as AI speakers, smartphone, PC and laptops. Third, associative images of AI devices appeared in the order of fun, useful, novel, smart, innovative, and friendly. Therefore, practical implications are suggested to contribute to provision of user services using AI devices in the future by analyzing usage behaviors that reflect the characteristics of AI devices.

A Consideration of Social Presence and Augmented Reality in Locative Media (로커티브 미디어의 증강현실과 사회적 현존감에 대한 고찰)

  • Choi, Seung-Young;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.88-101
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    • 2011
  • Locative media is fundamentally different from traditional media in terms of being packed with user's space, place, and position nearby, which does not simply mean user's physical coordinates. This study has been started that I was drawn by the tendency of which current locative media contents are based on 'location-based information,' and closely related with 'Augmented Reality.' I wonder how media user's psychological experience/involvement are revealed when the media environment changes by the progress of technology. I wonder how media users perceive 'social presence' formed by locative media in current locative media environment. Particularly, the fact that user's perception of social presence formed in locative media conflicts with the previous computer-mediated communication(CMC)'s attributes deepened my curiosity. In this study, the idea of 'more-proper-construct' is suggested, the characteristics of social presence in current locative media is considered, and is investigated by qualitative methodology how the 'location-based' attributes and 'AR' contribute to forming the social presence.

Trait Factors of Smartphone Application Influencing the Formation of a Brand Image : Focusing on Department Store Applications (브랜드 이미지에 영향을 미치는 어플리케이션 특성 요인에 관한 분석 : 백화점 어플리케이션을 중심으로)

  • Kim, Ye-Ry;Jang, Eun-Ji;Choi, Jun-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.102-111
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    • 2011
  • This paper aimed at smartphone applications of department store brands in order to examine the traits of applications for the brand image. The study carried out survey research with 114 smartphone users who experienced the application of a department store, assuming that the design, contents, ease of use, and community characteristics of the application would affect satisfaction and the brand image. This paper performed a confirmatory factor analysis, correlation analysis, and the test of a model using PLS. Results showed that the design and contents of the application affected the improvement of satisfaction and of a brand image, whereas ease of use did not affect satisfaction and brand image. Also, community was influential on satisfaction, whereas it was not influential on the improvement of a brand image. Satisfaction with the application showed a strong impact on the improvement of a brand image; thus, it was found necessary for upcoming brand applications to enhance satisfaction for building a positive brand image.

The Effect of Interpersonal Conflict, Social Stress, and Communication on Loneliness of Mobile Messenger Users (대인 갈등, 사회적 스트레스, 의사소통이 모바일 메신저 사용자의 외로움에 미치는 영향에 관한 연구)

  • Yim, Myung-Seong
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.235-248
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    • 2021
  • The ultimate aim of this work is to explore the antecedents that affect the loneliness felt by users who actively communicate through smartphones apps. To do this, three characteristics including individual, relational, and communication characteristics that can affect loneliness and the effects of these characteristics on loneliness are empirically analyzed. The research results are as follows. First, we found that conflict resolution ability had a significant effect on interpersonal conflict and loneliness. Second, social stress was found to have a significant effect on interpersonal conflict, communication fatigue, and loneliness. Third, lack of communication was found to have a significant effect on conflict resolution ability and loneliness. Finally, we found that communication fatigue had a significant effect on loneliness. These results are interpreted that in order to reduce the loneliness, it is necessary to continuously improve the ability to wisely resolve conflicts that may arise in the relationship between oneself and others. In addition, it is necessary to reduce the fear or burden of building relationships with others.